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author | teravus | 2013-08-24 05:54:08 -0500 |
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committer | teravus | 2013-08-24 05:54:08 -0500 |
commit | 58359788a915afd80d5fb2ff9f069cda6c841c81 (patch) | |
tree | 80fe073fd3da27e024b35eb8bd829572741e4893 /OpenSim/Region/Framework | |
parent | * This increases accuracy when border crossing (the reason is.. the border ... (diff) | |
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Revert "* This increases accuracy when border crossing (the reason is.. the border crossing code will use velocity to predict where the object should be, so setting it to zero. It still looses about 0.0045 per loop."
This reverts commit 55400ff7be55b1c8dbededca68e6fce42cd6ce0f.
Diffstat (limited to 'OpenSim/Region/Framework')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/KeyframeMotion.cs | 14 |
1 files changed, 7 insertions, 7 deletions
diff --git a/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs index f96b56a..d773ee7 100644 --- a/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs +++ b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs | |||
@@ -644,8 +644,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
644 | // m_group.AbsolutePosition += motionThisFrame; | 644 | // m_group.AbsolutePosition += motionThisFrame; |
645 | m_nextPosition = m_group.AbsolutePosition + motionThisFrame; | 645 | m_nextPosition = m_group.AbsolutePosition + motionThisFrame; |
646 | m_group.AbsolutePosition = m_nextPosition; | 646 | m_group.AbsolutePosition = m_nextPosition; |
647 | if ((m_group.AbsolutePosition.X < 10 || m_group.AbsolutePosition.Y < 10 || m_group.AbsolutePosition.X > Constants.RegionSize - 10 || m_group.AbsolutePosition.Y > Constants.RegionSize - 10)) | 647 | |
648 | m_group.RootPart.Velocity = v; | 648 | //m_group.RootPart.Velocity = v; |
649 | update = true; | 649 | update = true; |
650 | } | 650 | } |
651 | 651 | ||
@@ -736,12 +736,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
736 | m_waitingCrossing = true; | 736 | m_waitingCrossing = true; |
737 | 737 | ||
738 | // to remove / retune to smoth crossings | 738 | // to remove / retune to smoth crossings |
739 | //if (m_group.RootPart.Velocity != Vector3.Zero) | 739 | if (m_group.RootPart.Velocity != Vector3.Zero) |
740 | //{ | 740 | { |
741 | // m_group.RootPart.Velocity = Vector3.Zero; | 741 | m_group.RootPart.Velocity = Vector3.Zero; |
742 | // m_group.SendGroupRootTerseUpdate(); | 742 | m_group.SendGroupRootTerseUpdate(); |
743 | // m_group.RootPart.ScheduleTerseUpdate(); | 743 | // m_group.RootPart.ScheduleTerseUpdate(); |
744 | //} | 744 | } |
745 | } | 745 | } |
746 | 746 | ||
747 | public void CrossingFailure() | 747 | public void CrossingFailure() |